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Performance. Pocketknives for Game Developers : gamedev. The Weblog Opinion: Indie Game Design Do-s and Don't-s: A Manifesto. [Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.]

The Weblog Opinion: Indie Game Design Do-s and Don't-s: A Manifesto

One of the most common questions I'm asked in interviews is, "Do you have any advice for independent game developers who are new to the scene, or tips for developers in general? " Well, I actually answered it this time: I came up with this list of indie do-s and don't-s. Now, I'm going to make clear that I'm not perfect and I'm sure as the years go by this list will change. But from where I stand right now, having made independent art/games for a living for the past 10 years, the advice below is crucial to all indie game designers, and all artists for that matter. Also note that when I refer to a "designer" or "artist," I include programmers. This is a list for the creative designer who strives to be independent. 1. 2. 3. 4. 5. 6. 7. DICE. High-level overview of some of the things we in have done and learned while implementing our asset pipelines for Frostbite.

The talk focuses mainly on the architecture, design and implementation techniques used for some of the more core components involved in the build process. Related blog post In this master thesis report, a scheme for adaptive hardware tessellation is presented. The scheme uses an offline processing approach where a height map is analyzed in terms of curvature and the result is stored in a resource called density map. This density map is then bound as a resource to the hardware tessellation stage and used to bias the tessellation factor for a given edge.

Level design

Pixelart. Sound. Voxelart. What they DON’T tell you about being a game developer. So I’m in an interesting position.

What they DON’T tell you about being a game developer

Malevolence, while not my first game by a long shot, is my first RELEASED game, and I’ve been lucky enough to have it gather a lot of attention (for an indie title) early on in its creation. From what people tell me, this does not normally happen. Normally, a developer will hit on gold after they’ve tested the waters with a few titles first, or had a hand in other game development, such as working for a AAA company. Because of this unique perspective of having a relatively successful title (despite not yet being released) on my first ever attempt, I haven’t yet developed the pessimism that often comes with being an experienced indie game developer. This has led me to want to write this new thought piece, which goes into all of the things that they DON’T tell you about being a game developer. A good example of what it is to be a tester, provided by Penny Arcade.

Artist Position – I might be lucky enough to get assigned work that interests me.

Game design

Assets. FPS TACTICS: Strategy guide to first person shooter online multiplayer gaming. Architecture (engine, patterns, etc.) Design patterns. Build New Games. JavaScript Physics Engines Comparison. In this article we will take a look at three popular Javascript physics libraries and one that is currently in development: box2dweb, Ammo.js, JigLibJS, and Cannon.js.

JavaScript Physics Engines Comparison

For each one, a quick introduction will be given and then the library will be rated based on ease of use, performance, and feature set. Though it is possible to run any of these libraries without a visual representation, that isn’t much fun, so we will set up a small environment to see the results as the simulation runs. I’ll use Three.js and its CanvasRenderer for this due to its popularity and how simple it is to use. Besides showing how the objects are interacting, this will also demonstrate how to extract scene information from each library. The scene will consist of two ramps leading down to a floor; balls will drop down onto the ramps from random locations above the scene, roll down the ramps, and land onto the floor. Setup Our base scene that will be used in each example has two ramps which lead down to the ground.

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